-
Posts
3,689 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by SpannerMonkey(smce)
-
I believe the appropriate expression would be censored by the forum, Outstanding, and i believe awesome is a good stand in. Taking parts where no man has taken them before
-
Hi this has been noted recently #447 Taking off the team hat, and putting on the users hat, i don't like the autocalc, I've often found it's output to be weird, ineffectual or just plain zany. Although not the ideal solution for the average user, ( don't class you in that pool) I'd say that if you frequently use the same range of parts for your craft, it's worth writing up some basic patches to eliminate the autocalc process. The hipoint module should be ideally applied by patch , as placing the raw module directly into cfg result in the autocalc resetting the values to default @PART[AnyPartYouChoose] { %MODULE[HitpointTracker] { ArmorThickness = 240 // base armor value below this is mostly ineffective maxHitPoints = 1000 // user choice ExplodeMode = Never // used for non fule carrying parts . Dynamic for for tanks } }
-
Hi no you aren't misusing the parts, and are not the only one to have trouble locking , we all do. There's been 0 ,zero, development on space combat or it's requirements for many years, unlike everything else, which has had the benefit of 1000's of changes in just the past 2. Space combat in the context of the original BDA died at birth, the HEKV was never spectacular and was killed off before being fully developed. It's back because of a chance discovery and many hours of tweaking and tuning. It's fair to say however that many hundreds more hours will have to be spent before space combat could be described as anymore than an amusing diversion The team are currently working on refining radar behavior to work better in space. There are some very particular and peculiar requirements. Due to the OP nature of the changes , if the radar is used anywhere but space. extra code and refinements are being developed to prevent it's use for in atmosphere combat.
-
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
SpannerMonkey(smce) replied to Ger_space's topic in KSP1 Mod Releases
Thanks muchly -
Please refer to the link below for how to rectify this issue https://forum.kerbalspaceprogram.com/index.php?/topic/155014-14x-bdarmory-continued-v12-4232018-vessel-mover-camera-tools-bdmk22-destruction-effects-burn-together/&do=findComment&comment=3363064
-
I could yes, BUT, I'm not going to, given your apparent unfamiliarity with adding mods and fixing issues and BDA in general I'm reluctant to assist you in breaking your game. While a mistake in editing a cfg is only likely to make the part fail and will stop any craft, that has that part fitted from loading . I suggest you experiment with the normal game graphics settings, before considering tampering with part cfg's or patches . You can find the BDA wiki here to learn about the parts and the parts set up https://github.com/PapaJoesSoup/BDArmory/wiki
-
Update season starts here SM Industries V 1.0.3 This release for KSP 1.4.x only SM Industries V 0.1.0.3 Includes further localisation to LargeBoatParts and SM Marine SM Armory and other projects. Custom categories and One Touch Texture Switch As the mods have become larger they now tend to dominate the standard categories, to make life easier when it comes to finding parts SM Armory, SM Marine SM Tanks, SM Trucks, SMI Missiles and launchers, SM turrets , SMI SmallArms. SM FullSizedMarine and LBP now have their own unique category Other notes if using alongside SM Marine note that the complete Typhoon set of parts can be found now is the Full Sized marine category , further vessels for this category will be released shortly . You may find other parts have moved around a little , and can be found in relevant categories , This has been done to make easier to see the BDA parts among all of mine , and bring some sense of order to the ever increasing number of parts Further updates will be available shortly To some extent this ensure that most of the parts will be trouble free in ksp 1.4.x Known upcoming issues, all the robotic parts are pretty much broken, and getting them working again (with IR next) depends very much on dark and secret rituals, please bear with me while i work out the kinks, and avoid using them even for decoration. RUD may follow any use of the robotic parts.
-
Update season starts here SM Industries This release for KSP 1.4.x only SM Industries V 0.1.0.3 Includes further localisation to LargeBoatParts and SM Marine SM Armory and other projects. Custom categories and One Touch Texture Switch As the mods have become larger they now tend to dominate the standard categories, to make life easier when it comes to finding parts SM Armory, SM Marine SM Tanks, SM Trucks, SMI Missiles and launchers, SM turrets , SMI SmallArms. SM FullSizedMarine and LBP now have their own unique category Other notes if using alongside SM Marine note that the complete Typhoon set of parts can be found now is the Full Sized marine category , further vessels for this category will be released shortly . You may find other parts have moved around a little , and can be found in relevant categories , This has been done to make easier to see the BDA parts among all of mine , and bring some sense of order to the ever increasing number of parts Further updates will be available shortly To some extent this ensure that most of the parts will be trouble free in ksp 1.4.x For all mods Known upcoming issues, all the robotic parts are pretty much broken, and getting them working again (with IR next) depends very much on dark and secret rituals, please bear with me while i work out the kinks, and avoid using them even for decoration. RUD may follow any use of the robotic parts. SM Armory heads up Retirements, the following items have been relocated made obsolete or retired . If they are fitted to your craft the craft will still load but you will not see the parts available in the editors. In versions following this the items will be completely removed . MagCannonWMD retired MagCannonWMDOP retired TurboLaserTurret relocated/donated SM_X10LaserCannon relocated/donated Have no fear this does not mean fewer choices , conversely it means more, as the part total currently stands at 33 various missiles, not replicated in SMI missiles and launchers. and 85 various large /small turrets and guns . Including new and overhauled retextured items
-
Dunno never tried, will though, as that's probably not the worst thing someone will do, all praise users for creatively breaking things We are currently working on a suit of features to enhance the whole EVA experience, including needing the tanks , and enhanced abilities , some of which has been glimpsed in various videos , leaked by various partners in crime
-
I could go on for years, but you'll get the idea. The TLDR is no KSP doesn't work like that It's a well known fact that flat planet threads in general usually get very messy and not a lot to do with the thread subject .
-
Hi, bullet tracer trails appear working as expected in the clean 143 install i have just tested . As can be seen below. Do note that many turrets do not fire tracer constantly, the amount of tracer can be changed in cfg. We have found that large amounts of tracer being in the scene can cause very large performance drops in lower end machines . Lower settings for graphics can also reduce visible effects Stock squad thing with BDA SrfAI, weapon manager and 50cal turret . ( for ref, this is easy mode, engagement range to minimum, no other changes to default settings, no suspension adjustment to rover)
-
Hi it's being done, no special plugins apart from KIS to equip the part, using pure stock modules PS because someone will ask, how deep can they go, so far max i've reached is 865, and it takes a long time to get there
-
Hi as you surmised, i recall that it was a refinement that lead in turn to a whole huge can of worms, regarding bullet behavior , that was too time consuming to sort out in the time available, while still being able to bring things like the surface AI to usable state. SO those bullet cfgs with it being used were the test elements , the controlling code has been disabled/removed (not sure on exactly which) so that he value is ignored . However in lieu of that missing part a per turret bullet damage modifier can be used to tune an individual turrets behaviour, without requiring yet another bullet cfg , inserted in the weapon module it's form is as follows ammoName = 7.7x56Ammo bulletType = 7.7x56mmBullet bulletDmgMult = 0.75 <<<<<<<<<<<<<<<< adjust to suit -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I cant see anything obvious in the screenshots but there's not much i can see, Have you made sure that it's not a collision issue , go to BDA setting in flight scene and toggle off clearance check and retest. You must have RCS in order for the missile to work in space, normal type missiles will not work. SO removing the RCS true will be counterproductive , and leads me to believe the problem lies there. Either in the base model or the RCS transforms. Note, just noticed your RCS transforms are incorrectly placed in the hierarchy, the transforms should be a child of the model , rather than the parent GameObject
-
Hi that is likely nothing to do with homing at all, but a deeper problem either with the cfg in general or the actual missiles setup. Even with no working guidance you should be able to force launch it from the right click menu . To be of any further assistance I'd need to see the cfg and a clear shot of the missiles hierarchy in unity and the position and rotation of all important transforms . Especially the RCS, everything is important , names cases etc etc, many of the elements involved are hard coded and not open to artistic license. Do note that if you used the transform rotations as presented by a blender export , then they are all incorrect.
-
Hi cool, you did much better than most, The problem 1 you are using the wrong version of BDA you need this one https://github.com/PapaJoesSoup/BDArmory/releases/download/v1.2.0/BDArmory.1.2.0_04242018.zip For KSP 1.4.x you are using the version for ksp 1.3 2 Module manage master you should not have that in your install , that is likely the full code delete it . you only need this single item https://ksp.sarbian.com/jenkins/job/ModuleManager/lastSuccessfulBuild/artifact/ModuleManager.3.0.6.dll
-
Goto the main KSP folder, find the KSP.log, zip it up, upload to a file sharing site, dropbox etc, and place a link here Also perhaps a screenshot of your GameData folder would be helpful
-
How does Making History hide old parts?
SpannerMonkey(smce) replied to Tyko's topic in KSP1 Mods Discussions
Hi the normal way to do this is to simply set the part category to none. I do this to prevent certain parts loading if a certain plugin is not installed, which prevents what appear to be broken parts appearing in the editor. Don't see any reason why you couldn't do it with a simple MM patch, if all you wanted to do was hide superfluous or irrelevant parts -
-
Bahamuto Dynamics Armory Continued addon list
SpannerMonkey(smce) replied to Dimas152's topic in KSP1 Mods Discussions
Hi, you can also find , SM AFV's ( modern military vehicles } ,SM_OSTandT Old School Turrets and Tanks (Pre 1950's military vehicles an extended and much improved OST) , and SMI Missiles and Launchers ( missiles bombs and launchers of many varieties) ALL available from the SM Armory thread Also in the coming soon pile SMI FullSized marine , full real world sized and massed ships . and possibly SM Aviation heli fuselages and fittings and drones. All the SM mods are awaiting the final KSP 1.4 update before release, -
You can't really. the weapons are too heavy, and push the kerbals COM too far forward which in turn leads to the kerb rotating slowly as it tries to remain balanced, or drifting slowly in the direction of the added mass. Also the weaps used by DD have all been created for that purpose with reduced mass and custom lightweight ammo and are mapped to a certain position/bone